16 (natural armor)
402 (23d20 + 161)
30 ft., swim 60 ft.
Dex +7, Con +14
Athletics +15, Nature +7, Survival +12
fire; bludgeoning, piercing, and slashing from nonmagical attacks
frightened, paralyzed
blindsight 120 ft.
understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
21
+7
The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or grapples.
If the kraken fails a saving throw, it can choose to succeed instead.
The kraken deals double damage to objects and structures.
The kraken makes two attacks using its Tentacle, Fling, or a combination of the two.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage and 7 (2d6) fire damage. If the target is a Large or smaller creature grappled by the kraken, the creature is swallowed and the grapple ends. While swallowed, a creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the kraken, and takes 42 (12d6) fire damage at the start of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 Constitution saving throw or regurgitate all swallowed creatures, which fall into a space within 10 feet of the kraken and now have the prone condition. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting with the prone condition.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 13 (2d4 + 8) fire damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 16). While grappled, the target also has the restrained condition. Any target that starts its turn grappled by the kraken takes 5 (2d4) fire damage. The kraken has five tentacles, each of which can grapple one target.
One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a random direction, and now has the prone condition. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked down with the prone condition.
The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.
The kraken makes a Fling attack.
The kraken exhales fire in a 60-foot cone. Each creature in that area must make a DC